3.0 discussion

That's probably a good idea. I'm no civ expert so I just guessed on the graph.

Neoliberalism - +3 :commerce:, +1 :culture:
Conservatism - +2 :commerce:, +2 :culture:
Nationalism - +1 :commerce:, +3 :culture:

Communism - +3 :science:, +1 :culture:
Autonomism - +2 :science:, +2 :culture:
Anarchism - +1 :science:, +3 :culture:

Do you have a list of civics yet? I was thinking that maybe they should be kept as apolitical and abstract as possible, so that all the civs have the opportunity to use any of them. For example, there could be a 'justice' category with 'summary execution', 'jury trial' and 'mob justice' and so on. For economics you could perhaps have a focus on different areas like industrial production, urban development or agriculture. For military you could have 'conscription', 'militia', 'standing army' and others. Perhaps a 'political tolerance' category too? Just a few thoughts.
 
Do you have a list of civics yet? I was thinking that maybe they should be kept as apolitical and abstract as possible, so that all the civs have the opportunity to use any of them. For example, there could be a 'justice' category with 'summary execution', 'jury trial' and 'mob justice' and so on. For economics you could perhaps have a focus on different areas like industrial production, urban development or agriculture. For military you could have 'conscription', 'militia', 'standing army' and others. Perhaps a 'political tolerance' category too? Just a few thoughts.

I am guessing that the State Capitalism and Rebellion techs have been dropped in favor of givine every side many unique units so all the Civics will be accessible. I do think, however, that certain ideaology buildings should cause happiness or lack thereof depending on what civics are enabled. Example, the "Market" Civic would afford happiness to the cities with Neoliberal and and Conservative Branches, but unhappiness to cities with COmmunist and Autonomist Squats. If you implemented the "Planned" CIvic, the reverse would be true.
 
I will list the civics by column:
* denotes civic not immediately available.

GOVERNMENT
----

Tribalistic
(no upkeep)

Communistic
(low, +2 farm, +2 Workshop)

Nationalistic
(low, +1 :) per unit in city)

Neo-Liberalistic
(high, -50% War :(, +1 :hammers: from town)

*Anarchistic
(no upkeep, +3 from farm)


LEGAL
-----

Tribal Law
(No upkeep)

Party Bureaucracy
(high, + units, +%50 :gold: :hammers: from capital)

Nationhood
(low, Draft 2, +25%:espionage: in all, +2 :) from barracks)

Checks And Balances
(low, +3 :) from jail)

*Collective Ethics
(low, +50% :gp:, +1 :health:)
 
They sound good, but what civics will the anarchists and the autonomous start off with? I think you could replace the tribal stuff maybe? I suppose it's how the Zapatista areas are run...

You could add a few civics maybe?
 
LABOR
-----

Voluntary
(No Upkeep)

Forced Labor
(Medium, Sacrifice Pop rush)

Out-Sourcing
(high, Workers +25%, +1 trade routes)

Caste System
(medium, Unlimited arstist, scientist merch, +1 workshop)

*Universal Drafting
(high, +25% town growth, +1 Specialist)


ECONOMY
-----

Barter System
(no upkeep)

State Property
(Low, no maint., No corps, +10% :hammers:, +1 :food: workshop, watermill)

Free Trade Agreement
(medium, +2 :yuck:, +2 trade routes)

Corporate
(high, -50% corp. maint., foriegn corps no effect, Spend gold)

*Decentralization
(medium, +2 :health:, +2 :gold: windmill forest preserve, +2 :health: public trans, Spend gold)
 
Ideology (aka Religion)
-----

Passive
(low, no state ideology, +1 :) per non-state ideology)

Organized
(high, cities with state ideology +35% construction)

Militant
(low, +2 xp to units)

Preemptive
(no upkeep, -50% :gp: in cities with state ideology, +2 xp to units, +1 :) per unit in city)

*Trancending
(no upkeep, +1 :) in cities with ideology, +25% :science:)
 
They sound good, but what civics will the anarchists and the autonomous start off with? ...

The civics that you don't get right away are the ones for the anachists and autonomists. This represents that we need to develop new ways to organize as the revolution develops, that care must be taken and thought applied to achieve a better world.
 
I dunno, they're fine as is, but I still think they could be more inclusive, just by re-naming them;

GOVERNMENT
----
No Government
(no upkeep)

Centralised State
(low, +2 farm, +2 Workshop)

Nationalist State
(low, +1 :) per unit in city)

Federated States (?)
(high, -50% War :(, +1 :hammers: from town)

*Decentralised Councils (?)
(no upkeep, +3 from farm)


LEGAL
-----

Mob Rule
(No upkeep)

Bureaucracy
(high, + units, +%50 :gold: :hammers: from capital)

Nationalism
(low, Draft 2, +25%:espionage: in all, +2 :) from barracks)

Checks And Balances
(low, +3 :) from jail)

*Collective Ethics
(low, +50% :gp:, +1 :health:)
 
LABOR
-----

Wage Labour
(No Upkeep)

Forced Labor
(Medium, Sacrifice Pop rush)

Out-Sourcing
(high, Workers +25%, +1 trade routes)

Elitism
(medium, Unlimited arstist, scientist merch, +1 workshop)

*Universal Drafting
(high, +25% town growth, +1 Specialist)


ECONOMY
-----

Mixed Economy
(no upkeep)

Government Property
(Low, no maint., No corps, +10% :hammers:, +1 :food: workshop, watermill)

Market Liberalisation
(medium, +2 :yuck:, +2 trade routes)

Monopolistic Competiton
(high, -50% corp. maint., foriegn corps no effect, Spend gold)

*Decentralization
(medium, +2 :health:, +2 :gold: windmill forest preserve, +2 :health: public trans, Spend gold)
 
These ones seem fairly good to be honest.

Ideology (aka Religion)
-----

Passive
(low, no state ideology, +1 :) per non-state ideology)

Organized
(high, cities with state ideology +35% construction)

Militant
(low, +2 xp to units)

Preemptive
(no upkeep, -50% :gp: in cities with state ideology, +2 xp to units, +1 :) per unit in city)

*Trancending
(no upkeep, +1 :) in cities with ideology, +25% :science:)

I think maybe the labour ones should all have paid or forced completion, and a military section would be good too, if you could fit it in...
 
I will list the civics by column:
* denotes civic not immediately available.

GOVERNMENT
----

Tribalistic
(no upkeep)

Communistic
(low, +2 farm, +2 Workshop)

What bonues are you referring to in these sorts of places, Garret? Food, production, or Gold.
 
when i didn't add any specifiers, i just meant that it improved the bonus that the subject already provided.

sorry not to be clear

@DeadFlag
I used many on the default civic names simply because i wanted there to be a good connection in the mind of the player with standard Civ4.

What i meant with the "Tribal" Row of civics was to show that there once were ways to organize and live simply. to reflect this, the civics are free and simple.

I didn't want to include wage slavery in that top row, because i wanted there to be something beyond the ideologies in that row.

The first column (government) was to be the column that directly anchors the civic rows to an ideology. Thats why i named them after the ideologies. There being only 4 rows, but 6 ideologies, there are swing ideologies. These are Conservatism and Autonomism, which coarsely are a blend of Neo-Lib/National and Communism/Anarchy
 
Ah okay. I could see nationalist state being adopted by pretty much anyone, anarchists, communists and autonomists included, but the others seemed more exclusive. What I meant was I'm not keen on the idea of anarchists and autonomists starting off with 'tribal' civics, although I can see the primitiveness and the link to ordinary civ, it seemed a little too primitive.
 
yeah, when you are anarchist, you basically have to pick and choose from the civics until you get the advanced civics (which arent too high on the tech tree i believe)
 
Yes, I did. And I still think Bush looks like he's stifling a fart.
 
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